GamesRPGGreedfall 2: The Dying WorldGreedFall 2 is more than just a eurojank Dragon Age: Origins, and it’s ticking a lot of my RPG boxesWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
GamesRPGGreedfall 2: The Dying WorldGreedFall 2 is more than just a eurojank Dragon Age: Origins, and it’s ticking a lot of my RPG boxesWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
When you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
(Image credit: Nacon)

Spiders is one of those RPG studios that I can’t help but appreciate even as I consistently bounce off its games. From the odd-couple orc and goblin shenanigans of 2012’s Of Orcs and Men to its more recent steampunk French Revolution soulslike Steel Rising, it’s got a penchant for trying new things and taking big swings. But it’s only now, with GreedFall 2, that I’m really starting to vibe with what it’s trying to do.
I should note that I’ve only played a wee bit of the original GreedFall, which GreedFall 2 is set a few years before, swapping perspectives from a coloniser exploring a fantasy realm to a kidnapping victim indigenous to it, who’s been brought to the old world against their will. Familiarity with the setting might be helpful, and the prequel does share some of its predecessor’s traits, but as per usual Spiders is not content to just do the same thing again.
(Image credit: Nacon)

A traditional RPG opening sees you embarking on an adventure as Vriden Gerr, a young inhabitant of the forested land of Teer Fradee who, along with his BFF Nilan, is about to become one of his clan’s sages—a protector and keeper of knowledge. But before that happens, there are some trials. Because of course there are. So off you go with Nilan and another childhood friend, tasked with solving some problems afflicting your people.
Painfully familiar though it may be, GreedFall 2’s promise is clear right from the get go. OK, maybe notrightfrom the get go—the character creator is absolutely dire, incapable of letting you make anything resembling a character you might want to inhabit for 50+ hours, but I’m hoping more options will appear as the early access phase progresses. As soon as you set off on your first adventure, though, the good stuff starts rolling in.
(Image credit: Nacon)

There’s a workmanlike stealth system (and lots of grass to hide in) that means these first hours can be experienced sans conflict, if you wish, especially if you also go out of your way to talk through problems instead of just—understandably—battering colonisers. These foreigners, who have only recently set up shop on the island, are the source of the clan’s woes, though that’s not immediately clear from the outset (though it’s heavily hinted at and, you know, of course they bloody are), but they’re not all cartoon villains, and GreedFall 2 absolutely encourages not getting into fights at the drop of a hat.
GreedFall 2’s combat isn’t what I’d call polished—the animations need work, the feedback is a bit of a mess, and the UI is dreadful—but honestly? I’m digging it.
GreedFall 2’s combat isn’t what I’d call polished—the animations need work, the feedback is a bit of a mess, and the UI is dreadful—but honestly? I’m digging it.
Mind you, I could understand why you might be rather keen to get some blood on your hands. GreedFall 2’s combat isn’t what I’d call polished—the animations need work, the feedback is a bit of a mess, and the UI is dreadful—but honestly? I’m digging it. Every scrap can be played out in real-time, and you can automate your companions and just focus on managing your own attacks and abilities. Hit the spacebar, though, and you’ll enter tactical mode, pausing the action and letting you queue up three moves at a time for each member of your party.
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So you can set up a plan of attack, get all your ducks in a row, and then watch everything unfold in real-time when you’re content with your strategy. There’s nothing groundbreaking here, but it’s still immensely satisfying to create a sequence of attacks and moves before sitting back and seeing your party mop up. You can have your spellcaster root a group of enemies, and then let your tank charge in before pulling off a big sweeping attack, breaking the enemy armour, after which your archers—who you’ve sent up to the high ground, naturally—can go in for the kill.
(Image credit: Nacon)

Talent scout
Outside of combat, you can pick locks, disable traps, blow up walls, create alternate paths—like constructing a makeshift bridge—and engage in the refined art of diplomacy, most of which necessitates a skill check, where you’re rolling against your character’s talents. Exploration, then, is an engaging endeavour, letting you take advantage of your character build in plenty of ways every time you set out on an adventure.
Of this suite of talents there’s one I’d love to see expanded a bit more, and it’s the deployment of your silver tongue. See, diplomacy covers all speech checks, and when they crop up you don’t get to choose the tone. So you can’t just decide “I’m going to charm the pants off everyone”. One conversation might force you to use intimidation, while another might let you use a gentler touch. The choice isn’t up to you, and that feels like a misstep in an RPG.
(Image credit: Nacon)

I should note, though, that even when you’re trying to be intimidating, you’re not an arsehole. Broadly, Vriden Gerr is a friendly, open-minded sort with a penchant for heroics, so when you switch between intimidation and charm, it still feels consistent. I’m all for predefined RPG characters, with The Witcher’s Geralt really representing the ideal here, but you ain’t no Geralt. The White Wolf is an incredibly rich protagonist who you can subtly nudge and develop. Vriden Gerr is just nice. They don’t have the distinctiveness that a predefined hero really needs. So they end up feeling like they’re in a weird spot between a blank slate and an established character, without the advantages of either.
While BioWare-style RPGs absolutely remain a touchstone for Spiders, GreedFall 2 also has a clear identity that isn’t beholden to games like DAO.
While BioWare-style RPGs absolutely remain a touchstone for Spiders, GreedFall 2 also has a clear identity that isn’t beholden to games like DAO.
While BioWare-style RPGs absolutely remain a touchstone for Spiders, GreedFall 2 also has a clear identity that isn’t beholden to games like DAO, even as it apes its combat system and challenging themes. GreedFall 2 could have easily become lost in the darkness, delving deeper and deeper into the gloom as you face plagues, slavery and racism. But there’s a lightness to it, a sense of adventure that says “Yes, this is a world that can be extremely grim, and your circumstances are awful, but this is also a videogame and not misery porn”. The vibrant colour palette gives GreedFall a more fantastical vibe, eschewing the muddy browns and greys of DAO, while Vriden Gerr manages to be optimistic and upbeat even when faced with so much misfortune.
(Image credit: Nacon)

GreedFall 2 is already quite chunky even in this early access stage, with Spiders saying that it represents about a quarter of the game. There’s already a lot to explore, then, and clearly I’ve been enjoying myself, but I do recommend caution. Saves will not be transferable after major updates, and starting over and over again before the game even hits 1.0 is a surefire way to burn out before it’s finished. I do have a good feeling about this one, though. It needs a lot of work, but I find myself uncharacteristically optimistic and excited to see if Spiders keeps it going in the right direction.
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